Warpmasters use their mastery of time and space to move in ways other people can't - a fact that can make it very hard for their foes to predict their next action.

Hit Dice: d10.

Role: Warpmaster are martial characters who specialize in movement and manipulation of space. Dexterity and Intelligence are the most important ability scores for warpmaster.

Alignment: Any Lawful
Warpmasters require discipline and an understanding of scientific principles that most would find far too esoteric. Warpmasters are about control, precision, and adherence to ritual so the ways of a chaotic character is anathema to their teachings. A warpmaster who ceases to be of lawful alignment cannot progress further as a warpmaster.

Starting Wealth: 1d6 × 10 gp (average 35 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Weapon and Armor Proficiency

The warpmaster is proficient with all simple and martial weapons, with light armor, and with bucklers but not any other form of armor (heavy or medium) or shields. In addition warpmasters are proficient with ring blades and two-bladed swords.

4th Dimensional Movement (Su)

At 1st level, the warpmaster can move up to half of his base land speed in the 4th dimension. This allows him to teleport that distance, as per dimension door, though it does not end their turn like the spell does. A warpmaster who is denied his Dexterity, wears heavier than light armor, wields a shield heavier than a buckler (a shield or tower shield), or is restrained in some way cannot utilize his 4th dimensional movement class feature. At 1st level a warpmaster can only move 4th dimensionally in a typical fashion (not charge, double move, 5 foot step, etc). A warpmaster actually moves this distance and must have line of effect to his destination. He completes his movement instantly, though he is able to observe the world as if he had followed his path of movement at the normal speed. Moving via 4th dimensional movement never provokes attacks of opportunity.

At 4th level, a warpmaster can move up to his full movement speed.

At 7th level, a warpmaster can take double move, charge, 5 foot step, and utilize other such alternate kinds of move actions

At 10th, 13th, 16th, and 19th level a warpmaster adds 5 feet to his base land speed when he moves via 4th dimensional movement.

Euclidean Energy

Simply by moving, a warpmaster accrues energy from his change in space. He has a pool of euclidean energy points (aka euclidean points) that can fluctuate throughout the day. This pool starts out empty and recharges 1 point for every 100 feet he moves without using his 4th dimensional movement class feature or otherwise teleporting (or warping space to move). The maximum number of euclidean points he can possess at any given time cannot exceed his warpmaster level + his Intelligence modifier (additional points are simply not accrued). His points are reduced to 0 if he does not move at least 100 feet in 1 hour.

He can spend these points, typically as swift actions, to distort the world and empower himself or his nth-blade.

Nth-Blade (Su)

At 1st level, a warpmaster can reduce the maximum number of euclidean points he can possess by 1 to summon a blade formed of distorted space a swift action. A nth-blade remains in existence for 24 hours or until he dismisses it as a swift action. After it is dismissed, the warpmaster’s maximum euclidean points returns to normal. At 1st level this nth-blade counts as a weapon with one of the following profiles:

Table: The Nth-Blade

Name

Dmg (S)

Dmg (M)

Critical

Range

Weight

Type

Special

Counts As

Light Nth-Blade

1d4

1d6

19-20 x2

-

0 lbs.

P or S

-

Short Sword

One-Handed Nth-Blade

1d6

1d8

19-20 x2

-

0 lbs.

P or S

-

Long Sword

Two-Handed Nth-Blade

1d8

1d10

19-20 x2

-

0 lbs.

P or S

-

Great Sword

As he progresses in level, he gains new ways to warp and distort his weapon. An nth-blade is a solid, smooth sword and it physically resembles thick and transparent glass or ice. It is as strong as the power of the wielder and thus has HP equal to twice the Intelligence modifier of the warpmaster and a hardness equal to his warpmaster level.

An nth-blade is always considered to be a magical weapon. At 1st level it has a +1 enhancement bonus. The enhancement bonus on a warpmaster’s nth-blade improves by +1 at 5th level and every 4 levels thereafter (as indicated on Table: The Warpmaster).

Despite this being a supernatural effect, the blade can be dispelled by spells like dispel magic or antimagic field . The caster level of the nth-blade is considered to be equal to the warpmaster’s class level. If a nth-blade has been dispelled, destroyed, or broken, it may be re-formed in the hand of the warpmaster as a standard action by spending 1 euclidean point.

An nth-blade only functions for the warpmaster who summoned it and a warpmaster may unsummon his nth-blade as a swift action (no expenditure of euclidean points required). A warpmaster may only have a single nth-blade at a time (unless he has the quantity distortion). For the purpose of feats, an nth-blade counts as the kind of weapon indicated on Table: The Nth-Blade.

Distortions (Su)

At 2nd level and every 3 levels thereafter, a warpmaster gains mastery over his nth-blade in such a way that he can distort certain qualities of it. A warpmaster can select what distortions he applies to his nth-blade at the time of summoning it. Distortions further reduce the maximum number of euclidean points the warpmaster can have when it is summoned. The nth-blade reduces the maximum by a value equal to 1 (the base cost of summoning it) + the price of all the distortions applied to the nth-blade (listed in parentheses). At 2nd level a warpmaster knows a single distortion and each 3 levels thereafter he learns how to create/manifest a new distortion. Some distortions have an improved version whose improved benefit is automatically granted at the level indicated.

Dartform (2)

“What is matter if not energy?”

The dartform distortion causes a warpmaster’s nth-blade to become a ranged weapon with a range increment of 60 feet. The nth-blade remains in a state of disrupting crystalline energy in the hand of/while held by the warpmaster until it is utilized. The warpmaster can make as many ranged attacks as he could iterative attacks per round. Such a ranged attack deals sonic damage and deals the weapon damage of a one-handed nth-blade (nothing added to it). For the purposes of other distortions a dartform nth-blade counts as a one-handed nth-blade. A dartform nth-blade does not benefit from the following distortions: size, function, quantity, nature, and protection.

Improved Dartform: If the warpmaster is at least 10th level, he may spend additional points to grant his dartform nth blade the following changes:

Empowered (2): The dartform adds the warpmaster’s Intelligence modifier to damage rolls with a nth-blade.

Extended (1): Double the range of the dartform nth-blade.

Piercing (2): The dartform nth-blade ignores anything less than total cover.

Function (1)

“Your sword takes the form of what it must be - not what you wish it to be.”

The warpmaster may give his nth-blade one of the following weapon qualities. As many times as he likes (or can afford), he may reduce his maximum by 1 point to give his weapon another quality (though never the same one more than once).

Brace (two-handed nth-blades)

Disarm

Double (non-light nth-blades)

Trip

Nonlethal

PerformanceUC

DeadlyUC

Mimicry (2)

“To mimic is to reflect and to reflect is to introspect.”

An nth-blade of appropriate handedness can mimic the dimensions of a weapon the warpmaster is proficient with. His nth-blade gains the damage, critical range, critical multiplier, damage type, and special qualities of the weapon in question. The weapon must be of the same handedness as the warpmaster’s nth-blade (a dagger would have to be a light nth-blade, a longsword would have to be a one-handed nth-blade, and a greataxe would have to be a two-handed nth-blade). The kind of weapon may be selected each time the warpmaster manifests it. The nth-blade counts as the type of weapon it is mimicking for the purposes of class features and prerequisites. If a mimicked nth-blade uses the quality distortion as well, the damage dealt by the weapon improves by 1 size category. If using the shape distortion to increase the critical range, it increases by 1 and if adjusting the critical multiplier it improves by 1.

Nature (See text)

“Impossible is only a word.”

A warpmaster can grant his nth-blade any one magic weapon special ability by further reducing his maximum number of euclidean points. The numerical bonus that is indicated as the base price modifier (a bane weapon is a +1 for example) is the cost in euclidean points (a shocking burst special ability is a +2 bonus and would thus reduce his maximum number of euclidean points by 2). A warpmaster may only grant his nth-blade enhancements whose value does not exceed 1/5th his warpmaster level (minimum 1).

Protection (1)

“To attack is to defend.”

The warpmaster may give his weapon the ability to provide a small amount of protection for him when he wields it. This grants him a +2 shield bonus to his AC. This may only be added to one-handed or two-handed nth-blades.

Quality (2)

“Your weapon is an extension of your mind and it is thus only as powerful as your understanding.”

The warpmaster may improve his nth-blade in one of the following ways:

Improved Quality (4): If the warpmaster is at least 10th level, he may reduce his maximum pool of euclidean points by 4 points to grant his weapon two dice size improvements. They have the following characteristics:

Quantity (0)

“You draw upon the infinite resources of unreality. Why then is it so unbelievable that you might draw twice from it?”

A warpmaster with this distortion can produce a second nth-blade, paying for new distortions as normal.

Serration (1)

“Shapes as wonderful things. By simply connecting points by way of lines in a specific order and a specific fashion, a shape with the same number of connections can be infinitely different. If the edges are sharp, it will cut, round and it will move, flat and it will brace.”

A confirmed critical hit additionally causes 1d4 points of bleed damage. This improves to 1d6 if the warpmaster is at least 6th level, 1d8 if he is 10th, 1d10 if he is 14th, and 1d12 if he is a 20th level warpmaster.

Shape (2)

The warpmaster may improve his nth-blade in one of the following ways (never both):

The critical range of the nth-blade is now 18-20. A warpmaster cannot apply this to a two-handed nth-blade.

The critical multiplier of the nth-blade is now x3. A warpmaster cannot apply this to a two-handed nth-blade.

Size (2)

“Your sword is only as long as you imagine it to be.”

The warpmaster may give his weapon an additional 5 feet of reach. This does not affect the handedness or damage dice of the weapon. This cannot be done to light nth-blades, and one-handed nth-blades with the reach quality impose a -4 penalty on attack rolls. Nth-blades with reach can’t be used to attack adjacent foes. A warpmaster of 10th level can spend 4 points to give a two-handed nth-blade an additional 10 feet of reach (rather than an additional 5 feet).

Stability (2)

“Balance is just as as fundamental to a man as it is to a shape and to the world at large.”

An nth-blade created like this is well balanced and always strikes true.

If the warpmaster rolls 1 on any nth-blade damage dice with a light nth-blade, treat the result as if it were 2.

If the warpmaster rolls 1 or 2 on any nth-blade damage dice with a one-handed or two-handed nth-blade, treat the result as if it were 3.

Pocket Universe (Su)

At 2nd level, as a move equivalent action, a warpmaster can slip into a pocket dimension. This functions as a create lesser demiplane (using his warpmaster level as his caster level) but it only functions/exists while the warpmaster is within it.

The pocket dimension is created instantly in his square as he moves. Moving into (and thus creating) this pocket dimension is a move-equivalent action that ends the warpmaster’s turn.

Moving out of a pocket dimension is also a move-equivalent action. Once a warpmaster leaves his pocket dimension, it ceases to exist. Anything still inside is expelled, left in the square it was made in. Each time a warpmaster moves into his pocket dimension, it is a new one. The pocket dimension resides on the ethereal plane, is filled with air, has borders that resemble a featureless void, and has a normal light condition.

A warpmaster can only reside in his pocket dimension for a number of rounds per day equal to his Intelligence modifier + his warpmaster level. These rounds need not be consecutive. The round he enters his pocket dimension does not consume a round but opening a pocket dimension consumes one round (so the net effect is the same).

Its size is 5 x5 for a medium or smaller creature or of a size appropriate to the area a larger creature takes up. It is just large enough for the creature to stand or sit comfortably. A warpmaster cannot bring other creatures into this pocket dimension.

Warp Talents

At 3rd level and every 3 levels thereafter, a warpmaster gains a warp talent from the list below. These are new ways in which the warpmaster’s unique relation to the space/time continuum can be expressed. Additional options become available at 6th and 9th levels.

Density Buster (Su)

“The only barrier to your blade is your own preconception.”

As a free action a warpmaster can ignore 2 + his warpmaster level of DR and hardness with his nth-blade until the start of his next turn by spending 1 euclidean point. Once per day, a warpmaster can attempt an Intelligence check (DC 15) as part of this free action to grant himself a +5 on the amount of DR and hardness he can bypass.

Distort Distance (Su)

“In a two dimensional world depth is both infinite and null. In a three dimensional world one’s relative position on the plane of kata / ana is likewise infinite and null. So then, what is distance to one who moves in such directions?”

When a creature within 30 feet of the warpmaster attempts to make a ranged attack, a warpmaster with this talent can spend 1 (or more) euclidean point to distort the distance between the attacker and his target as an immediate action. For every euclidean point he spends he adds 50 feet to the effective distance between the attacker and its target. If this distance would put the attack outside its maximum distance, the attack falls short. If it would still hit but it would impose penalties due to range increments, add those penalties to the attack roll.

Fill the Gaps

“The universe is filled with holes- gaps in reality where something needs to go.”

The warpmaster gains 1 euclidean point whenever he confirms a critical hit with his nth-blade. In addition, the warpmaster gains a +2 insight bonus on confirmation rolls with his nth-blade.

Relativity (Su)

“All things are relative.”

As part of an attack or full attack action a warpmaster can flex the relative distance between him and his target (compressing space from his perspective). This allows him to make melee attacks against any one creature within 30 feet of him until the end of the warpmaster’s turn. This costs 1 euclidean point per attack (this does not cost a move action). In addition, a warpmaster can expend euclidean points when making a ranged attack to reduce the distance between him and his target by 30 feet for every 1 point expended. This only reduces the distance for the purpose of determining the range increment and determining whether or not he can hit his target .

Spatial Soldier (Ex)

“Using no way as way, having no limitation as limitation.”

A warpmaster’s unorthodox yet graceful combat style begins to manifest itself. The warpmaster gains the Weapon Finesse feat, but may only apply that feat’s benefit to his nth blade. He may apply the Weapon Finesse feat to his nth blade regardless of its handedness.

Strange Geometry (Su)

“The difference between very small things and very large things is simply a matter of where you are standing.”

If the only movement taken by the warpmaster during their turn is a 5-foot step, they gain 1 point of euclidean energy.

Uncertainty Principle (Su)

“That which can be, may be.”

A warpmaster deals in quantum mechanics and possibilities. By spending 1 euclidean point at the start of their turn as a free action, the warpmaster may take two turns by way of splitting himself. He may create a “possibility” (a second version of himself that is equally as real as he is) as a swift action. He may move each possibility independently and take both of their actions in any order he wishes. Each possibility is real until it or an object that was on its person comes into physical contact with another creature or if another creature makes contact with it (either with an appendage, hitting them with a ranged attack, or by giving them an item). Once one is declared as real, the other one ceases to exist. Regardless of interaction or lack thereof, he must select which possibility is real before the start of his turn. The declared “real” possibility does not have the memories or experience of the non-real one.

Warp Dance (Su)

“Speed is perception.”

The warpmaster gains a +10 foot bonus to his base movement speed by taking advantage of tiny fluctuations in space/time. If the warpmaster is at least 9th level that bonus improves to a +15 bonus, if the warpmaster is at least 15th level it becomes a +20 foot bonus to this base movement speed.

6th level or higher

Bend Light

“Perception is what we make of it.”

By spending 1 euclidean point as a swift action the warpmaster becomes invisible (as per the spell invisibility) for a number of rounds equal to his Intelligence modifier.

Dimensional Slide (Su)

“Big and small, thick and thin- all things have their advantages and disadvantages.”

By spending 1 euclidean point as a swift action the warpmaster can force his body and all of his equipment to become flat (nearly two-dimensional) for 1 minute. This grants him the ability to slip though cracks or other sorts of barriers with a width of less than 1 inch. While in this state he gains a +4 bonus on Stealth checks, +2 dodge bonus to his AC, and a -2 penalty on attack rolls. A warpmaster may end this prematurely as a swift action.

Escheresque (Su)

“What is up when down is right?”

The warpmaster is treated as if he is constantly under the effects of a spider climb spell, unlike the spell he may have his hands free. He may suppress or reactivate this ability at will as a swift action.

Self-Tessellating Wormhole (Su)

“Space is like fabric. It may be rolled, bent, stitched, and torn.”

After a successful bull rush or reposition combat maneuver that results in at least 5 feet of movement from the target, the warpmaster may spend 1 euclidean point as a free action to shove the creature into a tunnel of warped space. The creature falls 10d10 feet and is knocked prone if they do not make a Reflex save (DC 10 + 1/2 warpmaster level + Intelligence modifier). The creature takes falling damage but ends in the same square they were moved to. The warped tunnel appears as a tessellated image of the world around it, disorientingly spinning and shifting.

Unlogic Beam (Su)

“Logic, as understood by the uneducated, is a frail thing.”

By spending 1 euclidean point as a swift action the warpmaster can fire a chaotic, bending, twisting, beam of energy that takes a random path to get to its target. To use this, the warpmaster makes a ranged touch attack against a target within 30 feet of him that ignores cover less than total cover. This beam deals 1d6 damage for every 2 levels of warpmaster. This damage is chaotically aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of lawful alignment.

9th Level or higher

God of Gravity (Su)

“Gravity is the kin of directionality and directionality is fluid when viewed from a non-euclidean view.”

By spending 1 euclidean point as a swift action the warpmaster gains control over his own personal gravitational alignment for a number of rounds equal to his Intelligence modifier. This makes his personal gravity subjective to his will. This is similar to being on a plane with the subjective gravity trait. The warpmaster can move normally along a solid surface by imagining “down” near their feet. If suspended in midair, the warpmaster “flies” by merely choosing a “down” direction and “falling” that way. During such a procedure, a warpmaster “falls” 150 feet in the first round and 300 feet in each succeeding round. Movement is straight-line only. In order to stop, one has to slow one’s movement by changing the designated “down” direction (again, moving 150 feet in the new direction in the first round and 300 feet per round thereafter). It takes a DC 16 Wisdom check to set a new direction of gravity as a free action; this check can be made once per round. If the warpmaster fails this Wisdom check in successive rounds he receives a +6 bonus on subsequent checks until he succeeds.

Solidity (Su)

“Tangibility is only a problem for those who are so limited that they can only comprehend the concrete.”

By spending 1 euclidean point as a swift action the warpmaster becomes incorporeal for a number of rounds equal to his Intelligence modifier.

Tesseract Breaker (Su)

“We mark ourselves with the tesseract to remind ourselves that, like us, it is a higher-dimensional shape given form on a plane lower than it.”

A warpmaster can expend 1 euclidean point to gain the benefits of freedom of movement for a number of rounds equal to his Intelligence modifier and using his warpmaster level as his caster level.

Soldier of the Mind

At 4th level, the the warpmaster counts his warpmaster level as his BAB for the purposes of qualifying for combat feats.

New Reality (Su)

At 20th level, the warpmaster gains 1 euclidean point for every 5 feet of movement. In addition, the total maximum number of euclidean points he can hold at any given time is now equal to 5 x his warpmaster level + his Intelligence modifier (a 20th level warpmaster with a +4 Intelligence modifier would have 104). Finally, the warpmaster gains a +4 bonus on any rolls to confirm critical hits with his nth-blade. This stacks with other bonuses to confirmation rolls.

Understanding 4th Dimensional Movement & Related Terms

Traditionally we move on an X, Y, and Z axis. This gives us the ability to move up, down, east, west, north, and south. Positions along these axes can be called altitude, longitude, and latitude. Lengths measured along these axes can be called height, width, and depth. 4th dimensional movement adds a 4th axis; the W axis. Movement on this is described as ana (up towards) and kata (down from). When thinking of moving in the direction of ana, imagine that your perception is 2 dimensional, like you are looking at a photograph, and you are getting farther away from the image with your head. To imagine kata, imagine moving your head closer to the picture. 3rd dimensional creatures appear to be 2 dimensional when occupying 4th dimensional space. If you are interested in more information, the works of Charles Howard Hinton is a good starting place.

A Player’s Guide to the Warpmaster

Warpmasters are exceptionally mobile combatants, able to flit around the battlefield with ease, ignoring attacks of opportunity and difficult terrain with their dimensional movement class feature. Taking advantage of this mobility is key to playing a warpmaster effectively. Furthermore your Nth blade is a potent tool, growing in power as a warpmaster does, however note that improving it lowers the maximum size of your euclidean pool, so make sure that the points you spend to enhance it are spent on things that will be useful.